Dark Knight (FFXI)

Job Description

Hume Dark Knight

On the high western slops of Xarcabard, the Crystal War came to an end when the once-mighty Shadow Lord was slain by a mighty blow -- a blow dealt by a Dark Knight.

Dark Knights, masters of the scythe and great sword, are cursed with the ability to deal large amounts of physical and magical damage at all costs, even if it means inflicting pain upon themselves. High-level Dark Knights can use spells such as dread spikes, draining life from their enemies with every blow the enemy strikes. They can also use "absorb" magic -- a type of spells that only Dark Knights can use -- allowing them to steal dexterity, strength, vitality and other skills from their opponents. When a Dark Knight really wants to unleash fury, he can use the powerful ability Soul Eater, allowing him to deal massive amounts of melee damage while suffering a substantial loss of hit points.

Similar to Warriors, Dark Knights can wield a variety of weapons but favor the Scythe. They wear a wide variety of heavy or moderately heavy armor. The Dark Knight job class is unlocked upon completing the quest Blade of Darkness (Dark Knight Flag Quest).

A dark knight with a Kraken Club is among the most potent damage dealers used to "zerg" hyper notorious monsters. The use of a kraken club with the ability Soul Eater results in a flurry of high-powered hits that do lethal amounts of damage in a short period of time. The Soul Eater ability also comes in handy when monks chose dark knight as their sub jobs; a monk's 2-hr ability combined with souleater has a similar effect as a dark knight using a kraken club.

Through all of the changes in FFXI, Dark Knights remain one of the game's premier damage-dealing classes.

Spells and Abilities

Job Abilities

Job Abilities are activated abilities unique to a specific job that enhance job performance in some way. This can include, but is not limited to, increasing armor or damage for a short time, initiating a special attack or triggering a party buff.

Two-Hour Abilities

Two-Hour Abilities are job-specific active abilities with a cool down timer of two hours. These are often incredibly powerful abilities, but often have adverse effects as well such as depleting an MP pool or dealing physical damage to the player.

All normal melee attacks will drain HP from the mob equal to the amount of damage inflicted. This effect does not cause additional damage to the mob, and has no effect on undead mobs.

Spells

Spells are magical effects cast by the player at the cost of MP or reagents with a multitude of results. Beneficial spells can be cast on party members to boost stats or restore health and damage dealing spells can be cast on mobs with devastating results.

Skill Ratings

Dark Knights are skilled with a variety of weapons, due to their focus upon melee combat.
They also have complimentary casting skills, due to their use of Absorb-type spells, Stun, and elemental 'nukes' which are best used during a Magic Burst.

Magic Skills

Merits

When you reach level 75 in any job you can begin to "Merit" that job along with attributes
that will carry over to all your other jobs making it possible to make yourself even more
versatile through new spells abilities and upgrades on other attributes, abilities, and
spells